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VR Performance for mobile devices: Optimization vs. visual shift against realism
Luleå University of Technology, Department of Arts, Communication and Education.
2017 (English)Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesisAlternative title
VR Prestanda för mobila enheter : Optimering vs. visuellt skift mot realism (Swedish)
Abstract [en]

This report will go through the performance and the limitations of VR on mobile devices for achieving realism. It will start off with a theoretical part such as the device and VR headset, and then a practical part where performance is tested to find relevant cost for pixels changed in an already created indoor office environment. The ultimate goal of VR is the Holodeck in Star Trek but without the need for the Starship Enterprise as a number cruncher. But to use a slick pair of sunglasses and with the computer everyone already has in their pocket, the smartphone. With phones and technology moving as fast as it is and components getting smaller and more powerful every year, it is no longer impossible to think that it’s achievable.  In this thesis we will be discussing the limitations of realistic VR graphics and their costs for performance limited devices that exist on today’s phones. The results will show the visual effect versus performance in an office environment created for Unity, it will cover…

What optimizations in VR creates more authentic pixels versus their cost in FPS when you have to consider a much stricter performance budget? 

What parameters are important to work with to get closer to a credible recreation of a real world environment versus the cost in FPS. 

Abstract [sv]

Denna rapport kommer att gå igenom prestanda och begränsningar av VR på mobila enheter för att uppnå realism. Det kommer att börja med en teoretisk del som enheten och VR-headsetet, och sedan en praktisk del där prestanda testas för att hitta relevanta kostnader för pixlar ändras i en redan skapad inomhus kontorsmiljö. Det ultimata målet för VR är Holodeck i Star Trek men utan behov av Starship Enterprise som en stor dator. Använda solglasögon och datorn har alla redan har i fickan, smartmobilen. Tekniken i smartmobiler rör sig fort, komponenter blir mindre och kraftfullare varje år. Det är inte ovanligt att de dubblar sin kapacitet från föregående års modell. I denna avhandling diskuteras begränsningarna av realistisk VR-grafik och deras kostnader för prestationsbegränsade enheter som finns i smartmobiler. Resultaten visar visuell effekt kontra prestanda i en kontorsmiljö skapad för Unity, den kommer att täcka...

Vilka optimeringar i VR skapar mer autentiska pixlar, jämfört med deras kostnad i FPS när du måste ta hänsyn till en mycket mer limiterad prestationsbudget?

Vilka parametrar är viktiga att arbeta med för att komma närmare en trovärdig rekreation av en verklig världsmiljö jämfört med kostnaden i FPS.

Place, publisher, year, edition, pages
2017. , p. 48
Keyword [en]
Virtual reality, VR, Mobile, Performance, Optimization, Realism
Keyword [sv]
Virtuell verklighet, VR, Mobil, Prestanda, Optimering, Realism
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:ltu:diva-64168OAI: oai:DiVA.org:ltu-64168DiVA, id: diva2:1112571
Educational program
Computer Graphic Arts, bachelor's level
Supervisors
Examiners
Available from: 2017-06-26 Created: 2017-06-20 Last updated: 2017-06-26Bibliographically approved

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CiteExportLink to record
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